(@ll: In hindsight, probably should've let Karl and Nif sneak up first, and take out the closest guard if any before the rest of us made a move. Granted, 100ft is a lot of distance to cover for most, but Vondal would've been close at hand in a flash if needed. Lol.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The party — some very quiet and some not so much — creep closer to the structure. As they get closer, they can see a couple of vertical slits of low light like candles peeking through door cracks and then one larger semi-lit area. Approaching from the west-southwest, and seeing it closer with their darkvision, they see an structure consisting of overlapping towers in what appears to be a crumbling state. Adrom studies the lit areas and decides the two vertical areas must be arrow slits and the larger area appears to be some kind of entrance. Adrom also notices a path leading to the structure on its southern side.
You're about 50 feet away on the edge of the tree line. There is a raised dais in front of where Adrom points out what may be an entrance. A stealth roll should accompany any movement.
This post has potentially manipulated dice roll results.
After the rather caustic warning from Karl, Vondal hangs back for now and takes out Zindral. Without a word, he just sets up in place, trusting Nif and Karl to proceed ahead to the entrance. While it was truly a longshot and doubtlessly a foolish thought he would be shooting anything or one through an arrow slit, the hill dwarf held onto the hope. No arrowt is readied however, as he meant to squint and keep a look out for any signs of the slightest movement both past the lights and around the structure.
What are Vondal and Adrom doing? Are you also heading toward what you're thinking is the front entrance (the dais)?
@DDP: As said previously, Vondal is holding his current position and keeping an eye out for any movement around the castle. Specifically, in case his trundling around in the dark warranted an enemy somehow slip out and going around to try and flank the dwarves. Don't know what Adrom's doing, but I presume the same for him? Up to him.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Vondal and Adrom watch as Karl and Nif slowly move toward what they suppose is the front of the castle. The climb the closest stone stair to the dais and approach the front. Karl and Nif can see that the large wooden doors which used to stand here have been broken inward and lay in pieces across the floor of the first room. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
This post has potentially manipulated dice roll results.
"Youn'un keep an eye on my six and watch the doors"Karl says to Nif as he continues to moves stealthily over to investigate first of all the pile of rubble (Perception = 12) then the door in G14-15 (Perception = 21) and then the door in FG14 (Perception = 21).
Vondal sighs. "Not by much." He admits as much. "But, better go by small chance than make racket this close to enemy stronghold. So, unless you plan to go without your armor, better to stay sentinel here until they peep inside doors. Brother Nif and Uncle Karl more than capable of silencing couple of sentries. Make easier for us to follow after. Make matter less if we get caught then." He whispered back, but without taking his eyes off the structure and surrounding areas.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl, the pile of rubble is in fact a pile or rubble. The various towers which make up this castle are collapsing — most likely from age, but perhaps from misuse or even combat. It looks like there used to be higher floors, but they definitely don't look safe anymore since this pile of rubble looks like some of what used to be the upper floor. As far as you can tell, neither door is locked, and placing your ear to each door, you hear what sounds like the occasional scraping of shoes against the floor.
Karl then quietly moves off to examine in the following order doors F-G8 (Perception = 13), H7-8 (Perception = 15), J-K10 (Perception = 22) and finally I11-12 (Perception = 5)
First door: same shoes scraping against the floor sound. Second door: nothing. Third door: you hear what might be a voice, but it is very faint. Fourth door: nothing. The first three doors are definitely unlocked. You're not sure about the fourth. You'd have to actually try to pull it open to find out.
Karl moves to F12 or where he can be seen by the other two and signals that there are probably guards in the guard towers. He then waits to see what the others do.
Vondal had simply nodded in response to Adrom, but his gaze stayed focused on Karl and Nif. Whether he later understood Karl's request fully or not, Vondal carefully pulled out a length of copper, wrapped about a hand, and then whispered into it a Message in dwarvish for Karl. "I take it there's guard, yes? Unfortunate, but not unexpected. There should not be many in each guard tower though... See if you and Nif can take out the ones on right side quietly. We, me and Adrom, we'll keep watch here for now. If any cross into view from the front, we'll make our move then. And if any come from other tower from our view, we'll have surprise for them... You can also respond to this message."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Right you are!"Karl responds back. He then signals to Nif to get his weapon ready as he is going to open the door at F-G8. Holding Hew loosely in his hand Karl quietly opens the door at F-G8 and walks in.
This post has potentially manipulated dice roll results.
OOC: Hey, y'all, I'll be out of town this weekend. We're leaving as soon as the wife can get home from work tomorrow (I'm off, but have commitments, including my first ever Roll20 D&D game in the morning — yay!). I'm hoping to check the forum sometime tomorrow before we leave, but if not, I'll see you all Monday night.
Karl stealth: 7
Karl pushes the door open with absolute silence. It's like the door doesn't even exist or the hinges have been blessed with holy WD-40. The small room the door opens into is littered with debris. Standing against the far wall and looking at the floor, either daydreaming or perhaps sleeping on their feet are two goblins. They don't appear to have even noticed Karl standing in the doorway.
We'll do side initiative, so Karl and Nif can go first.
Karl walks up to the Goblins and says in a very conversationalist tone "one word and you're dead"(Intimidation = 17). At the same time Nif obviously cocks his crossbow and points it at the Goblins (Ready Action fire crossbow if a Goblin opens its mouth to yell - they'd better not be tired after a long watch because a yawn could get them into trouble - makes a threatening move or attempts to run = Attack: 14 Damage: 6). Karl fishes some rope out of his pack and says "tie each other up!"
Rollback Post to RevisionRollBack
DM - Stopping a god in his tracks
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( Perception: 21
Stealth: 4 )
PbP Character: A few ;)
(@ll: In hindsight, probably should've let Karl and Nif sneak up first, and take out the closest guard if any before the rest of us made a move. Granted, 100ft is a lot of distance to cover for most, but Vondal would've been close at hand in a flash if needed. Lol.)
When you realize you're doing too much: Signature.
Nif stealth: 26
DM rollz: 2
The party — some very quiet and some not so much — creep closer to the structure. As they get closer, they can see a couple of vertical slits of low light like candles peeking through door cracks and then one larger semi-lit area. Approaching from the west-southwest, and seeing it closer with their darkvision, they see an structure consisting of overlapping towers in what appears to be a crumbling state. Adrom studies the lit areas and decides the two vertical areas must be arrow slits and the larger area appears to be some kind of entrance. Adrom also notices a path leading to the structure on its southern side.
You're about 50 feet away on the edge of the tree line. There is a raised dais in front of where Adrom points out what may be an entrance. A stealth roll should accompany any movement.
After the rather caustic warning from Karl, Vondal hangs back for now and takes out Zindral. Without a word, he just sets up in place, trusting Nif and Karl to proceed ahead to the entrance. While it was truly a longshot and doubtlessly a foolish thought he would be shooting anything or one through an arrow slit, the hill dwarf held onto the hope. No arrowt is readied however, as he meant to squint and keep a look out for any signs of the slightest movement both past the lights and around the structure.
Perception: 4.
When you realize you're doing too much: Signature.
Karl accompanied by Nif moves as quietly as he can (Stealth = 13) towards the castle entrance.
DM - Stopping a god in his tracks
Nif stealth: 18
What are Vondal and Adrom doing? Are you also heading toward what you're thinking is the front entrance (the dais)?
@DDP: As said previously, Vondal is holding his current position and keeping an eye out for any movement around the castle. Specifically, in case his trundling around in the dark warranted an enemy somehow slip out and going around to try and flank the dwarves. Don't know what Adrom's doing, but I presume the same for him? Up to him.
When you realize you're doing too much: Signature.
Vondal and Adrom watch as Karl and Nif slowly move toward what they suppose is the front of the castle. The climb the closest stone stair to the dais and approach the front. Karl and Nif can see that the large wooden doors which used to stand here have been broken inward and lay in pieces across the floor of the first room. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
"Youn'un keep an eye on my six and watch the doors" Karl says to Nif as he continues to moves stealthily over to investigate first of all the pile of rubble (Perception = 12) then the door in G14-15 (Perception = 21) and then the door in FG14 (Perception = 21).
DM - Stopping a god in his tracks
Adrom checks his crossbow for the fifith time since Nif and Karl had go to explore.
"Do you think we will be able to help them from here?" he asks to Vondal while staring at the castle looking for sentinels.
PbP Character: A few ;)
Vondal sighs. "Not by much." He admits as much. "But, better go by small chance than make racket this close to enemy stronghold. So, unless you plan to go without your armor, better to stay sentinel here until they peep inside doors. Brother Nif and Uncle Karl more than capable of silencing couple of sentries. Make easier for us to follow after. Make matter less if we get caught then." He whispered back, but without taking his eyes off the structure and surrounding areas.
When you realize you're doing too much: Signature.
"yeah.. but here will be more useful to cover their backs if they had to go out in a hurry " replies Adrom whispering in their tongue.
PbP Character: A few ;)
Karl, the pile of rubble is in fact a pile or rubble. The various towers which make up this castle are collapsing — most likely from age, but perhaps from misuse or even combat. It looks like there used to be higher floors, but they definitely don't look safe anymore since this pile of rubble looks like some of what used to be the upper floor. As far as you can tell, neither door is locked, and placing your ear to each door, you hear what sounds like the occasional scraping of shoes against the floor.
Karl then quietly moves off to examine in the following order doors F-G8 (Perception = 13), H7-8 (Perception = 15), J-K10 (Perception = 22) and finally I11-12 (Perception = 5)
DM - Stopping a god in his tracks
First door: same shoes scraping against the floor sound. Second door: nothing. Third door: you hear what might be a voice, but it is very faint. Fourth door: nothing. The first three doors are definitely unlocked. You're not sure about the fourth. You'd have to actually try to pull it open to find out.
Karl moves to F12 or where he can be seen by the other two and signals that there are probably guards in the guard towers. He then waits to see what the others do.
DM - Stopping a god in his tracks
Vondal had simply nodded in response to Adrom, but his gaze stayed focused on Karl and Nif. Whether he later understood Karl's request fully or not, Vondal carefully pulled out a length of copper, wrapped about a hand, and then whispered into it a Message in dwarvish for Karl. "I take it there's guard, yes? Unfortunate, but not unexpected. There should not be many in each guard tower though... See if you and Nif can take out the ones on right side quietly. We, me and Adrom, we'll keep watch here for now. If any cross into view from the front, we'll make our move then. And if any come from other tower from our view, we'll have surprise for them... You can also respond to this message."
When you realize you're doing too much: Signature.
"Right you are!" Karl responds back. He then signals to Nif to get his weapon ready as he is going to open the door at F-G8. Holding Hew loosely in his hand Karl quietly opens the door at F-G8 and walks in.
DM - Stopping a god in his tracks
OOC: Hey, y'all, I'll be out of town this weekend. We're leaving as soon as the wife can get home from work tomorrow (I'm off, but have commitments, including my first ever Roll20 D&D game in the morning — yay!). I'm hoping to check the forum sometime tomorrow before we leave, but if not, I'll see you all Monday night.
Karl stealth: 7
Karl pushes the door open with absolute silence. It's like the door doesn't even exist or the hinges have been blessed with holy WD-40. The small room the door opens into is littered with debris. Standing against the far wall and looking at the floor, either daydreaming or perhaps sleeping on their feet are two goblins. They don't appear to have even noticed Karl standing in the doorway.
We'll do side initiative, so Karl and Nif can go first.
Karl walks up to the Goblins and says in a very conversationalist tone "one word and you're dead" (Intimidation = 17). At the same time Nif obviously cocks his crossbow and points it at the Goblins (Ready Action fire crossbow if a Goblin opens its mouth to yell - they'd better not be tired after a long watch because a yawn could get them into trouble - makes a threatening move or attempts to run = Attack: 14 Damage: 6). Karl fishes some rope out of his pack and says "tie each other up!"
DM - Stopping a god in his tracks